Unity中loading页加载的实现

首先创建一个Global.cs
使用单例用于存储场景的名字,便于后续脚本的调用,此脚本不必挂载在游戏物体上。

using UnityEngine;
using System.Collections;
public class Global : MonoBehaviour
{
    private static Global instance;
    public static Global GetInstance()
    {
        if (instance == null)
        {
            instance = new Global();
        }
        return instance;
    }
    public string loadName = "gameScenes";
}

使用UGUI简单创建下面场景,GameManager为空物体,挂载OnPress.cs
这里写图片描述
OnPress.cs 脚本很简单,只用于实现场景的切换

using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
public class OnPress : MonoBehaviour
{
    public void Go()
    {
        //Global.GetInstance().loadName = "gameScenes";
        //Application.LoadLevel("LoadingScene");
        SceneManager.LoadScene("LoadingScene");
    }
}

接下来就会跳转到LoadingScene场景,简单界面设计如下:
这里写图片描述
在GameManager物体上绑定Loading.cs
在加载主场景的时候一般会在Loading界面中显示一个进度条来告知玩家当前加载的进度。在Unity中可以通过调用Application.LoadLevelAsync函数来异步加载游戏场景,通过查询AsyncOperation.progress的值来得到场景加载的进度。
Unity提供了手动切换场景的方法,把AsyncOperation.allowSceneActivation设为false就可以禁止Unity加载完毕后自动切换场景,详情查阅
http://blog.csdn.net/huang9012/article/details/38659011

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Loading : MonoBehaviour
{
    public Slider m_Slider;
    public Text m_Text;
    // Use this for initialization
    void Start()
    {
        StartCoroutine(loadScene());
    }
    IEnumerator loadScene()
    {
        int displayProgress = 0;
        int toProgress = 0;
        //AsyncOperation op = Application.LoadLevelAsync(Global.GetInstance().loadName);
        AsyncOperation op = SceneManager.LoadSceneAsync(Global.GetInstance().loadName);
        op.allowSceneActivation = false;
        while (op.progress < 0.9f)
        {
            toProgress = (int)op.progress * 100;
            while (displayProgress < toProgress)
            {
                ++displayProgress;
                SetLoadingPercentage(displayProgress);
                yield return new WaitForEndOfFrame();
            }
        }
        toProgress = 100;
        while (displayProgress < toProgress)
        {
            ++displayProgress;
            SetLoadingPercentage(displayProgress);
            yield return new WaitForEndOfFrame();
        }
        op.allowSceneActivation = true;
    }
    public void SetLoadingPercentage(int DisplayProgress)
    {
        m_Slider.value = DisplayProgress * 0.01f;
        m_Text.text = DisplayProgress.ToString() + "%";
    }
}

接下来实现背景音乐在切换场景后也能循环播放。
在GameManager物体上绑定music脚本

using UnityEngine;
using System.Collections;
public class music : MonoBehaviour
{
    static music instance;
    public static music GetInstance()
    {
        if (instance == null)
        {
            instance = FindObjectOfType<music>();
            DontDestroyOnLoad(instance.gameObject);
        }
        return instance;
    }
    private void Awake()
    {
        if (instance == null)
        {
            instance = this;
            DontDestroyOnLoad(this);
        }
        else if (this != instance)
        {
            Destroy(gameObject);
        }
    }
    private AudioSource m_AudioSource;
    // Use this for initialization
    void Start()
    {
        m_AudioSource = gameObject.GetComponent<AudioSource>();
        m_AudioSource.clip = Resources.Load("Sound/01") as AudioClip;
        m_AudioSource.Play();
        m_AudioSource.loop = true;
    }
}

当进度条达到100%后,会切换到gameScenes场景。
这里写图片描述
需要注意的是:在 File->Build Settings中添加之前的三个场景!如下所示:
这里写图片描述

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